Thx, for considering my highway-idead.
Since there are other ideas arround I want to throw another suggestion into the pool.
How about a trading-hub? It's basicly some sort of trading-station as in X3 but with a more complex implementation.
The trading-hub is basicly a huge space-city without it's own dedicated production and a lot of docking ports. It serves as centralized point for everything that doesn't need to be on every individual station.
It's main point is to centralize trading and balance out the economy.
Simply because the player (and the ai traders) can buy and sell
every
ware on it. And now the trick:
If it has wares below a certain treshold it slowly produces this wares and buy/sells them at a high price, if it has wares above a certain treshold it consumes this wares and buys/sells them at a low price.
So there can never be a dead-end production line that can't produce, because every station in the chain has full storages, because the final product isn't needed. The same goes for no production because the raw materials are missing. It can get realy slow, but will never come to a stop.
Since the prices are according to the amount currently present the wares produced in the sector will mostly have a low price while the wares needed will mostly have a high price.
Example (numbers are only taken for this example)
It can store 100 food-rations.
If it has below 20 it slowly produces them while buying/selling at the highest price. -> If food-rations are desperatly needed in the sector they will be bought at this price while ai-traders are tempted to sell their food-rations there.
21 to 79 -> only balanced by price/amount
If it has above 80 it slowly consumes them while buying/selling at the lowest price. -> If food-rations are overproduced they will sell at this price while ai-traders are tempted to buy their food-rations there.
There are 2 positive side effects:
1. You can also centralize stuff like bars, missions, etc. at the trading-hub and remove them from the individual stations.
2. The engine uses the masstrafic as connection between stations (transfer products) so you can still retain the masstraffic between the hub and the individual stations. (So you don't need masses of individual traders for each sector.) If you only put transporters for wares/passangers in the masstrafic it would be much more believable that they all follow a dedicated line at the same speed. (something like public transportation instead of individual "cars" for every worker)
Tough it would work also without masstraffic, but than you need to regularly check and spawn the traders so product transfer is realized.
Note: With the trading-hub you add the opportunity to centralize nearly everything, but you can still retain some stuff (like special offers) to the stations, so players can explore if they want, but don't need to if they simply want basic trading and missions.